Group: Tester
Posts: 2643
Joined: 22 November 2012
From: The foundation of modern freedom and Liberty;United States of America.
Member No.: 9500

ROTR Community Feedback Patch AKA Life's Good Patch

Foreword

Where to begin? Well it's been awhile since we had an official release of content from SWR itself.1.87’s public beta was not without fault and being the presumed last version to be released before 2.0.You cannot reinvent the wheel only to go back in a single version.It's unintuitive and a sinkhole of time and resources.

But that being said the multiplayer aspect of the game was not all roses and flowers either.It had it’s own issues, a few minor bugs that were fixed in this patch and the “META” aka the best way to play the game depending on the faction's) had flaws.

Really Really big flaws, like Imagine GLA’s play style being more reliant on defences and artillery then ECA and requiring as much or more mindless spam then china.So while we’re wagging our tails and waiting on official news and goodies I have gathered the testers who were mostly idle and playing the game version of the game and coming to the same conclusions of what works, should or shouldn't work I gathered them up and asked for their aid on helping develop a small FAN patch.

I cannot state this clearly enough, this is not an official release.This is not meant to be anything from SWR Productions itself.This is just a small addon made with the love passion and care from the tester team with the feedback of the community.

This patch did have a previous release Life's Good Version 1 on the Discord chat, but It was quickly taken down because of some bugs and some changes did go hand in hand with the vision we had for some cases.

Next iterations of this patch will most likely have its future updates changelog available for the public on the discord chat to debate and possibly receive feedback for.I should also make it very clear that this isn't without fault or merited to be called perfect or perfectly balanced.

Also the philosophy of this patch isn't to say nerf individual factions so they can be limited as others but merely to buff the others and bring them up to par.So with that said I’d like to repeat that this isn't an official patch, things inside including the changes can and probably will be reverted entirely for the upcoming 2.0 release once 1.87 is out of public beta testing.

Perhaps the “Life's good” patch might return or be adjusted for the official 1.87 release? Who knows.The core intent of this is not to create something crazy or for fun but to make it stable and slow down how fast peoples hair whiten due to the stress of playing ROTR in its current state.

The change log will be posted bellow but I HIGHLY suggest you read the PDF in the RAR with the ImagesHow to install? Well you need to have the latest ROTR Public Release (Version 1.2) Installed. Remove !!Rotr_Intrnl_INI from your install directory and put !!!!LGv2 In its place.Uninstalling is doing the same process in reverse.Please do keep in mind to either put an "LG" on your name should you be in the multiplayer lobby or don't forget to tell people that your using this version in order to avoid missmatches.Hopefully this will be the new version commonly played on the public open beta so we wont need to do that hassle.Extra note: People who are playing this patch should post bugs and feedback on this thread and not on the 1.87 Bug report section

-Nukaneer price reduced from 850 to 750 [from 680 to 600 with Prop. Center] -Disruptor price reduced from 800 to 700 -MIGs no longer need a Propaganda Center to be built -MIG missile health made equal to other jet fighter missiles -MIG missile DBS reduced from 150 to 100

ECA:

-Gun Turrets and other defense bugs related to new munitions fixed [brings back red color for buffed defenses] -Jagdmammut price increased from 1300 to 1400 -Jagdmammut base weapon range from 210 to 230 [upgraded from 260 to 285] -Munitions Bunker limit increased from 3 to 4 -Canister Rounds price reduced from $1500 to $1000 -Mortar Truck moved down from T2 to T1 -Mortar Truck price reduced from 1500 to 1000 -Mortar Truck acceleration increased from 20 to 60 -Pioneer price reduced from 700 to 500 -Heavy Sniper price reduced from 700 to 600 -Jumpjet Infantry price reduced from 850 to 800 -Panzerfaust secondary damage increased from 15 to 25 -Leopard Tank is now available at T0 -Leopard Tank build time increased from 20 to 22 seconds -Pandurs moved back to T1 -Bulldog Turret rocket weapon clip size increased back to 10 for L2 and L3 -Bulldog Turret rocket weapon reload time decreased from 3500 to 3000

Observation Scanners appearing in the Black Market could be an isuse with Commandsets not being properly updated, so one or more has them, and the remaining 1 or 2 don't. This is related to the Bounties, so observe changes happening after you research the respective next Bounty stage.

little observations:- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)- ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much...- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)

- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)

They get faster repair and bonus HP meaning better survivability against jets which were their biggest threats. Their dps was always insane. Now they can fight on par with kodiak which is a blessing capability for GLA to have ( Direct Medium tank front assault capability).

QUOTE

ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much.

I'll be honest, the USA tank roster didn't click to me yet. It still seems extremely weird to me, as USA should atleast get a medium tank by default seeing as they are a generalist faction, while acolytes could remain as light tanks, or make crusaders their tier 0 tanks ( But Bruce always had a fantasy of building Acolytes so let him have fun).

But I dont understand how ECA became less of a tank faction. They have the same exact capability as before ( even better since you can build leopards at tier 0 , hence why I requested a 2 second build time increase, in order for them to not completely dominate GLA early game since they can fill both anti tank and anti-infantry roles with the manned machine guns.

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Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters....

Group: Tester
Posts: 2643
Joined: 22 November 2012
From: The foundation of modern freedom and Liberty;United States of America.
Member No.: 9500

QUOTE (rey @ 29 Sep 2017, 10:43)

little observations:- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)- ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much...- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)

The russia buggy issue alongside the ECA buggy issue has been looked into and the next iteration of the patch will deal with these problems.Thank you for your feedback Rey, ECA has a T0 tank now...How are they not tank based?

For USA, Its got to do with how fast you could transition from a defensive T0 and then pay 300 more and be up in the enemies face with crusaders.Also three units isnt that uncommon, There's the three mercenaries that are similar to it. Dont see it as three units but two upgrades/Choices that's better off in single combat then the acolyte and the right to purchase T2 AA.

Plus it felt wierd to have your reinforcement pad fresh composite armour crusaders get along with your paladins in a strike force.

The Marauder can now easily man fight anything that isn't a super heavy.The change allows you to easier preserve it and gather salvage with less risk of being denied.Burantino was never artillery, ever, In the history of every...Its a fancy rocket based garrison clearer that you can burst down mobs or chemical suit soldiers with.

Also I'm curious on how you replace acolytes with drones honestly.Must be a PVE thing

little observations:- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)

- Buggies are being calibrated. Originally the higher clip size was to offset the loss of tracking and high spread, but it does seem to have effects on ECA [stationary defenses aren't hard to hit] and Russia [unit sizes :V];- Repair is negligible, but ties into its theme; the real difference is the 10% extra hp which alters thresholds in some cases [in USA's case, they can no longer snipe Marauders with 1 LGM raptor];- Buratino range isn't even close to artillery, nor is the unit even an artillery piece - it's a long range flamethrower, still suitable for destroying buildings, infantry, and light vehicles.

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"don't live, hanfield" "i swear to god, if this was a room full of you people i'd be taking off my gloves and slapping hanfield every 5 minutes"

I must say that with this patch you did a great work. particularly with AT infantry. Now venom protocol is the thing it should be.

I particularly like the new clear sky battlegroup.

The mercenaries 2 seconds builds is an elegant representation of this force.

Some points I would like to underline:

-The solution about the Usa armored division: Even thou I cannot provide any suggestion, it still bothers me thinking about the acolytes as the main tank without spending GP points. Is there no other way to fix it?

-The improvement on Jagdmammut: slow tank with sniping capabilities, but not so strong armor: the turning rate it is still the weak point, Should it be improved?

The low turning rate of the Jagd is its intended weakness. In small battles the idea is you flak the fuckers to kill them if youre a smaller tank.

As for the USA ones, yes were potentially trying an experiment with the Bradley to see if that addresses the issue. I agree that usa getting 2 units with a gp that are basically the same seems rather pointless, so we may have found a solution to that. Beyond that however acolytes in t0 are IMO dipe as hell. They give USA much needed anti building and anti tank power that guardian drones simply never ever had.

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Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock!Also, check out our ROTR - Fan group on Facebook.